Making Marshall patrol new conquered fief

正在查看此主题的用户

agi90

Recruit
Hi, as in the object I am trying to make the Marshall patrol new conquered fief instead of disbanding the army.
This is what I thought to do: trying to modify the script_order_best_besieger_party_to_guard_center with this final part
插入代码块:
	 (assign, ":action", spai_patrolling_around_center),
          (assign, ":object", ":defeated_center"),

but it doesn't even compile.
插入代码块:
 #script_order_best_besieger_party_to_guard_center:
  # INPUT:
  # param1: defeated_center, param2: winner_faction
  # OUTPUT:
  # none
  ("order_best_besieger_party_to_guard_center",
    [
      (store_script_param, ":defeated_center", 1),
      (store_script_param, ":winner_faction", 2),
      # (assign, ":best_party", -1),
      # (assign, ":best_party_strength", 0),
      (try_for_range, ":kingdom_hero", active_npcs_begin, active_npcs_end),
        (troop_get_slot, ":kingdom_hero_party", ":kingdom_hero", slot_troop_leaded_party),
        (gt, ":kingdom_hero_party", 0),
        (party_is_active, ":kingdom_hero_party"),
        (store_faction_of_party, ":kingdom_hero_party_faction", ":kingdom_hero_party"),
        (eq, ":winner_faction", ":kingdom_hero_party_faction"),
        (store_distance_to_party_from_party, ":dist", ":kingdom_hero_party", ":defeated_center"),
        (lt, ":dist", 5),
        #If marshall has captured the castle, then do not leave him behind.
        (neg|faction_slot_eq, ":winner_faction", slot_faction_marshall, ":kingdom_hero"),
        (assign, ":has_besiege_ai", 0),
        (try_begin),
          (party_slot_eq, ":kingdom_hero_party", slot_party_ai_state, spai_besieging_center),
          (party_slot_eq, ":kingdom_hero_party", slot_party_ai_object, ":defeated_center"),
          (assign, ":has_besiege_ai", 1),
        # (else_try),
          # (party_slot_eq, ":kingdom_hero_party", slot_party_ai_state, spai_accompanying_army),
          # (party_get_slot, ":kingdom_hero_party_commander_party", ":kingdom_hero_party", slot_party_ai_object),
          # (party_slot_eq, ":kingdom_hero_party_commander_party", slot_party_ai_state, spai_besieging_center),
          # (party_slot_eq, ":kingdom_hero_party_commander_party", slot_party_ai_object, ":defeated_center"),
          # (assign, ":has_besiege_ai", 1),
        (try_end),
		(try_begin),
		 (store_script_param, ":action_type"),
        (eq, ":has_besiege_ai", 1),
       # (party_get_slot, ":kingdom_hero_party_strength", ":kingdom_hero_party", slot_party_cached_strength),#recently calculated
        # (gt, ":kingdom_hero_party_strength", ":best_party_strength"),
        # (assign, ":best_party_strength", ":kingdom_hero_party_strength"),
        # (assign, ":best_party", ":kingdom_hero_party"),
      # (try_end),
      # (try_begin),
        # (gt, ":best_party", 0),
        # (call_script, "script_party_set_ai_state", ":best_party", spai_holding_center, ":defeated_center"),
        # #(party_set_slot, ":best_party", slot_party_commander_party, -1),
        # (party_set_flags, ":best_party", pf_default_behavior, 1),
 # (try_end),
		 (assign, ":action", spai_patrolling_around_center),
          (assign, ":object", ":defeated_center"),
		(try_end),
   (try_end),
      ]),

any help?
 
Unfortunately, coding isn't that simple. It's not something that you can just inject a piece of code in, and everything works. You have to go through many of the scripts and codes.
 
后退
顶部 底部